incredibly easy to get so caught up in the "rights" and "wrongs" of animation, that you forget what your true job is....Your job is to be the tool of the director. That's it. That's your whole job.Let's say you're a construction worker, and the foreman needs some rivets pounded into something with a hammer. Your tool is thehammer, right? Well, the foreman's tool for getting those rivets pounded is... ...Can you guess? It's YOU. You're his tool. Get it?Now, let's say you're me. My "tools of the trade" are primarily Maya and the mountain of proprietary software that ILM's codingninjas regularly crank out for us. So, for the sake of discussion, let's say Maya is my tool. When I look at Maya, I don't think, "ok, dowhatever you want, Mr. Fancy Computer Program." No, I say, "you're my tool, and you're damn well going to do what I tell you todo!"With one major exception, that's pretty much the exact relationship you will enjoy with your first few directors on your first fewprojects.Ouch, right? You're like a soulless computer program? What?!Okay, it isn't as bad as it sounds. The one major exception I mentioned is that the lead on your project, or the director of your film,is also going to be relying on your artistic sensibilities as well as your expertise in movement and performance. In theory, that'sthe whole reason they've come to you in the first place, and usually that's their mindset. So, that person will be relying on you tobring something to the table, much more than I rely on Maya to bring anything remotely artistic to the table. (repeat after me: yourcomputer is the world's worst inbetweener! FORCE it to look right!)Anyway, let me get to my point. Right now I'm working on a big action-packed movie, which is being directed by one of the mostsuccessful directors around. For this story, let's call him BigTime Director. My animation tool is the computer, right? So.... what'sBigTime Director's animation tool?Me.Well, me and 18 other people, but you get the idea. The entire animation team is his animation tool. And together we'll do our bestto put his vision up on that screen.As with any good director, he has specific ideas of how he wants these creatures to move, and my sole job at ILM is to make surethat they do EXACTLY what he wants. It's up to the animators to bring that vision to life as best we can. Sure, we get to offer a lotof suggestions, and bring a lot of ideas to the table, but at the end of the day if it doesn't make BigTime Director happy, then it'swrong.No matter how cool it is, no matter how fun it is, no matter how "right" it is, it's wrong. All the timing might be perfect, the posingdynamic, and mechanics absolutely solid, but it's still wrong.It sounds so simple, but it's really not. By the time you're working on a professional project, you probably have years of experiencestudying animation. If you're one of our students, the fundamental principles have been drilled into your head until you know themlike the back of your hand. The basic concept of overlap is as intrinsic to every shot you animate as holding your breath when yougo swimming.It's instinctual.Essential.You get a new shot that you're really excited about, and you block it in. Of course, since you've done your planning well (see the firstfew months of this article) you know exactly when and where your overlapping actions will be, so you block those in as well. Theshot looks great! Hooray! You rush to your project lead and sit her down and show them your impeccable animation blocking.That person looks at your blocking and says, "This is great, but I don't want any overlap."49Copyright 2008 by <strong>Animation</strong><strong>Mentor</strong>.com. All rights reserved. This ebook may not be reprinted or distributed in electronic, print, web, or other format withoutexpress written permission.
Huh? No overlap? But that's wrong!You try to explain, "No, see, it has to be there, otherwise it's going to look fake. Look, I can't do it in my own body without overlappingor I fall over."Doesn't matter. She still doesn't want any overlap in that specific shot. It doesn't match her vision for the shot.Guess what? No more overlap. That conversation is over. You blocked it in, and she didn't like it. You even made a case for it andexplained why it's necessary. She still doesn't like it.At this point, your job as a good professional animator, is to go back to your desk, and animate the best you possibly can while usingno overlap.Painful, I know. Visions of a cool demo reel shot that were dancing in your head an hour earlier disintegrate into a bitter haze. But atthis point, all you can do is use your training and skills to make the shot as cool as you possibly can IN SPITE OF the weird directionyou just got.Why? Because you're her tool, and you've been hired to put her vision up on that screen, or on that videogame machine, or on thatcomputer screen, or on that TV. That's what they pay you for. Sure, they also pay you because you've got the great animation skills,the enthusiasm, and the fun ideas to put into shots, but at the end of the day, it all boils down to them paying you to create whateveris in that project lead's head.Here's why I bring this up... This is a trap I find difficult in my own life, and worked on a project in my not-too-distant-past where wedealt with this issue constantly. Being asked to animate something in a way that flies in the face of everything you know and believeabout animation is incredibly difficult, and can quickly become frustrating. I had good days and bad days, and the few inevitable"I-don't-care-anymore" days, but we just had to constantly remind ourselves that it wasn't OUR movie. It wasn't OUR creature.It was the director's movie, and I am the tool of the director, for better or for worse.And you just power through it, and you try to keep your enthusiasm as alive as you can, and do the best job you can to make sureyou represent your studio well. To make sure the director leaves with the movie he wants to leave with. That's pretty much all youcan do in those situations.Now, it isn't like this is something you'll face every day as an animator. It's pretty rare that someone is put in charge of an entireproject without having some measure of talent/skill/vision to back that position up with. Generally speaking, your project leadershipwill usually be open to ideas, and willing to place a lot of faith in your abilities and trust in your expertise.But in the rare (but inevitable) cases they're not, repeat this mantra over and over in your head: "I am the Director's tool. It's hisproject, not mine."I know this sounds really miserable, and the honest truth is that it sometimes CAN be pretty miserable, but only if you let it. Onlyif you let it get to you. I'm totally guilty of letting it get to me sometimes. It's something I always feel like I can work on more. I'mmuch better with this now than I was when I was a rookie. 10 years ago, changing my work into something "wrong" or "less cool"drove me absolutely insane the few times it came up.These days, I try really hard to not fall in love with my shots, and I think that's the biggest piece of advice I can pass on in regards tothis stuff. Don't fall in love with your ideas. You might block in the coolest ideas of all time, but if the director doesn't like them, thenyou're going to be getting rid of those ideas, no matter how much you stew about it. Sitting at your desk with your arms folded,complaining endlessly about your terrible direction will solve nothing, and will serve only to perpetuate the vicious downwardspiral of creating ever-worsening morale, not only in yourself, but in the rest of the team around you as well.You might as well get over it as quickly as you can, and attack the shot with renewed vigor, determined to come up with somethingeven cooler. The director doesn't like your dynamic pose? Come up with one that's even more dynamic! Doesn't like overlap? Wow,50Copyright 2008 by <strong>Animation</strong><strong>Mentor</strong>.com. All rights reserved. This ebook may not be reprinted or distributed in electronic, print, web, or other format withoutexpress written permission.
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Animation Tips & TricksBY: Shawn Ke
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INTRODUCTIONWelcome to the First Ed
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FOUNDERS BIOSBobby BeckBobby was an
- Page 8 and 9: TESTIMONIALS“Three things come to
- Page 10 and 11: PLANNINGBecause this is the first a
- Page 12 and 13: REFERENCE MATERIALSWe've been talki
- Page 14 and 15: THUMBNAILSWelcome back!This month w
- Page 16 and 17: BLINKS HAVE MEANINGTip 1: Blinks Ha
- Page 18 and 19: Then a thought occurs to him: “is
- Page 20 and 21: has his shovel in hand. His eyes ar
- Page 22 and 23: THE FACEHey there animators! Welcom
- Page 24 and 25: OPERATIVE WORDSHello Animators!Welc
- Page 26 and 27: So, to make a long story short - ch
- Page 28 and 29: Well, for one thing, you want to sp
- Page 30 and 31: KEEP SECONDARY CHARACTERS SECONDARY
- Page 32 and 33: might glance at him to gauge his re
- Page 34 and 35: ACTINGHello Animators!Welcome back!
- Page 36 and 37: If you ignore the principles of act
- Page 38 and 39: Anyway, if the whole point of exagg
- Page 40 and 41: FORGET ABOUT THE LEGSHello animator
- Page 42 and 43: TRACK YOUR ARCSOkay, before I get s
- Page 44 and 45: it...Anyway, the hips move in a clo
- Page 46 and 47: TRACK YOUR ARCS - PART IIWell, gues
- Page 48 and 49: "Let's say my character is going to
- Page 50 and 51: But what's a love story without fir
- Page 52 and 53: cycle (say, a blink, or one hand ha
- Page 54 and 55: Step...Step...Punch. I had a big pr
- Page 56 and 57: after it. Once you choose your mome
- Page 60 and 61: that's a toughie, but maybe you can
- Page 62 and 63: That's 40 years of inspiration. 40
- Page 64 and 65: TWINNINGHello!Last month, we were s
- Page 66 and 67: more organic, and far more interest
- Page 68 and 69: The end result, of course, is a far
- Page 70 and 71: BLACK OUT YOUR CHARACTEROk, so it's
- Page 72 and 73: performance (particularly the eye a
- Page 74 and 75: RISE ABOVE THE SNOBBERYOkay, here's
- Page 76 and 77: Animation students live and work in
- Page 78 and 79: MOVING FROM TRANFORMERS TO CARTOONS
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- Page 82 and 83: HOW TO IMPRESS RECRUITERSHello ther
- Page 84 and 85: ecruiter has no idea of your true a
- Page 86 and 87: 23TIPREVERSALSWell hello there!Last
- Page 88 and 89: From #1 to #2, all you really need
- Page 90 and 91: else we can decide that no, we don'
- Page 92 and 93: IT AIN’T OVER TILL THE CHARACTERS
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